babylon.asciiArtPostProcess.js 12 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  2. var __extends = (this && this.__extends) || (function () {
  3. var extendStatics = Object.setPrototypeOf ||
  4. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  5. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  6. return function (d, b) {
  7. extendStatics(d, b);
  8. function __() { this.constructor = d; }
  9. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  10. };
  11. })();
  12. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  13. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  14. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  15. else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
  16. return c > 3 && r && Object.defineProperty(target, key, r), r;
  17. };
  18. var BABYLON;
  19. (function (BABYLON) {
  20. /**
  21. * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
  22. *
  23. * It basically takes care rendering the font front the given font size to a texture.
  24. * This is used later on in the postprocess.
  25. */
  26. var AsciiArtFontTexture = (function (_super) {
  27. __extends(AsciiArtFontTexture, _super);
  28. /**
  29. * Create a new instance of the Ascii Art FontTexture class
  30. * @param name the name of the texture
  31. * @param font the font to use, use the W3C CSS notation
  32. * @param text the caracter set to use in the rendering.
  33. * @param scene the scene that owns the texture
  34. */
  35. function AsciiArtFontTexture(name, font, text, scene) {
  36. var _this = _super.call(this, scene) || this;
  37. _this.name = name;
  38. _this._text == text;
  39. _this._font == font;
  40. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  41. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  42. //this.anisotropicFilteringLevel = 1;
  43. // Get the font specific info.
  44. var maxCharHeight = _this.getFontHeight(font);
  45. var maxCharWidth = _this.getFontWidth(font);
  46. _this._charSize = Math.max(maxCharHeight.height, maxCharWidth);
  47. // This is an approximate size, but should always be able to fit at least the maxCharCount.
  48. var textureWidth = Math.ceil(_this._charSize * text.length);
  49. var textureHeight = _this._charSize;
  50. // Create the texture that will store the font characters.
  51. _this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  52. //scene.getEngine().setclamp
  53. var textureSize = _this.getSize();
  54. // Create a canvas with the final size: the one matching the texture.
  55. var canvas = document.createElement("canvas");
  56. canvas.width = textureSize.width;
  57. canvas.height = textureSize.height;
  58. var context = canvas.getContext("2d");
  59. context.textBaseline = "top";
  60. context.font = font;
  61. context.fillStyle = "white";
  62. context.imageSmoothingEnabled = false;
  63. // Sets the text in the texture.
  64. for (var i = 0; i < text.length; i++) {
  65. context.fillText(text[i], i * _this._charSize, -maxCharHeight.offset);
  66. }
  67. // Flush the text in the dynamic texture.
  68. _this.getScene().getEngine().updateDynamicTexture(_this._texture, canvas, false, true);
  69. return _this;
  70. }
  71. Object.defineProperty(AsciiArtFontTexture.prototype, "charSize", {
  72. /**
  73. * Gets the size of one char in the texture (each char fits in size * size space in the texture).
  74. */
  75. get: function () {
  76. return this._charSize;
  77. },
  78. enumerable: true,
  79. configurable: true
  80. });
  81. /**
  82. * Gets the max char width of a font.
  83. * @param font the font to use, use the W3C CSS notation
  84. * @return the max char width
  85. */
  86. AsciiArtFontTexture.prototype.getFontWidth = function (font) {
  87. var fontDraw = document.createElement("canvas");
  88. var ctx = fontDraw.getContext('2d');
  89. ctx.fillStyle = 'white';
  90. ctx.font = font;
  91. return ctx.measureText("W").width;
  92. };
  93. // More info here: https://videlais.com/2014/03/16/the-many-and-varied-problems-with-measuring-font-height-for-html5-canvas/
  94. /**
  95. * Gets the max char height of a font.
  96. * @param font the font to use, use the W3C CSS notation
  97. * @return the max char height
  98. */
  99. AsciiArtFontTexture.prototype.getFontHeight = function (font) {
  100. var fontDraw = document.createElement("canvas");
  101. var ctx = fontDraw.getContext('2d');
  102. ctx.fillRect(0, 0, fontDraw.width, fontDraw.height);
  103. ctx.textBaseline = 'top';
  104. ctx.fillStyle = 'white';
  105. ctx.font = font;
  106. ctx.fillText('jH|', 0, 0);
  107. var pixels = ctx.getImageData(0, 0, fontDraw.width, fontDraw.height).data;
  108. var start = -1;
  109. var end = -1;
  110. for (var row = 0; row < fontDraw.height; row++) {
  111. for (var column = 0; column < fontDraw.width; column++) {
  112. var index = (row * fontDraw.width + column) * 4;
  113. if (pixels[index] === 0) {
  114. if (column === fontDraw.width - 1 && start !== -1) {
  115. end = row;
  116. row = fontDraw.height;
  117. break;
  118. }
  119. continue;
  120. }
  121. else {
  122. if (start === -1) {
  123. start = row;
  124. }
  125. break;
  126. }
  127. }
  128. }
  129. return { height: (end - start) + 1, offset: start - 1 };
  130. };
  131. /**
  132. * Clones the current AsciiArtTexture.
  133. * @return the clone of the texture.
  134. */
  135. AsciiArtFontTexture.prototype.clone = function () {
  136. return new AsciiArtFontTexture(this.name, this._font, this._text, this.getScene());
  137. };
  138. /**
  139. * Parses a json object representing the texture and returns an instance of it.
  140. * @param source the source JSON representation
  141. * @param scene the scene to create the texture for
  142. * @return the parsed texture
  143. */
  144. AsciiArtFontTexture.Parse = function (source, scene) {
  145. var texture = BABYLON.SerializationHelper.Parse(function () { return new AsciiArtFontTexture(source.name, source.font, source.text, scene); }, source, scene, null);
  146. return texture;
  147. };
  148. __decorate([
  149. BABYLON.serialize("font")
  150. ], AsciiArtFontTexture.prototype, "_font", void 0);
  151. __decorate([
  152. BABYLON.serialize("text")
  153. ], AsciiArtFontTexture.prototype, "_text", void 0);
  154. return AsciiArtFontTexture;
  155. }(BABYLON.BaseTexture));
  156. BABYLON.AsciiArtFontTexture = AsciiArtFontTexture;
  157. /**
  158. * AsciiArtPostProcess helps rendering everithing in Ascii Art.
  159. *
  160. * Simmply add it to your scene and let the nerd that lives in you have fun.
  161. * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
  162. */
  163. var AsciiArtPostProcess = (function (_super) {
  164. __extends(AsciiArtPostProcess, _super);
  165. /**
  166. * Instantiates a new Ascii Art Post Process.
  167. * @param name the name to give to the postprocess
  168. * @camera the camera to apply the post process to.
  169. * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
  170. */
  171. function AsciiArtPostProcess(name, camera, options) {
  172. var _this = _super.call(this, name, 'asciiart', ['asciiArtFontInfos', 'asciiArtOptions'], ['asciiArtFont'], {
  173. width: camera.getEngine().getRenderWidth(),
  174. height: camera.getEngine().getRenderHeight()
  175. }, camera, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, camera.getEngine(), true) || this;
  176. /**
  177. * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
  178. * This number is defined between 0 and 1;
  179. */
  180. _this.mixToTile = 0;
  181. /**
  182. * This defines the amount you want to mix the normal rendering pass in the ascii art.
  183. * This number is defined between 0 and 1;
  184. */
  185. _this.mixToNormal = 0;
  186. // Default values.
  187. var font = "40px Monospace";
  188. var characterSet = " `-.'_:,\"=^;<+!*?/cL\\zrs7TivJtC{3F)Il(xZfY5S2eajo14[nuyE]P6V9kXpKwGhqAUbOd8#HRDB0$mgMW&Q%N@";
  189. // Use options.
  190. if (options) {
  191. if (typeof (options) === "string") {
  192. font = options;
  193. }
  194. else {
  195. font = options.font || font;
  196. characterSet = options.characterSet || characterSet;
  197. _this.mixToTile = options.mixToTile || _this.mixToTile;
  198. _this.mixToNormal = options.mixToNormal || _this.mixToNormal;
  199. }
  200. }
  201. _this._asciiArtFontTexture = new AsciiArtFontTexture(name, font, characterSet, camera.getScene());
  202. var textureSize = _this._asciiArtFontTexture.getSize();
  203. _this.onApply = function (effect) {
  204. effect.setTexture("asciiArtFont", _this._asciiArtFontTexture);
  205. effect.setFloat4("asciiArtFontInfos", _this._asciiArtFontTexture.charSize, characterSet.length, textureSize.width, textureSize.height);
  206. effect.setFloat4("asciiArtOptions", _this.width, _this.height, _this.mixToNormal, _this.mixToTile);
  207. };
  208. return _this;
  209. }
  210. return AsciiArtPostProcess;
  211. }(BABYLON.PostProcess));
  212. BABYLON.AsciiArtPostProcess = AsciiArtPostProcess;
  213. })(BABYLON || (BABYLON = {}));
  214. //# sourceMappingURL=babylon.asciiArtPostProcess.js.map
  215. BABYLON.Effect.ShadersStore['asciiartPixelShader'] = "\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D asciiArtFont;\n\nuniform vec4 asciiArtFontInfos;\nuniform vec4 asciiArtOptions;\n\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);\n}\n\nvoid main(void) \n{\nfloat caracterSize=asciiArtFontInfos.x;\nfloat numChar=asciiArtFontInfos.y-1.0;\nfloat fontx=asciiArtFontInfos.z;\nfloat fonty=asciiArtFontInfos.w;\nfloat screenx=asciiArtOptions.x;\nfloat screeny=asciiArtOptions.y;\nfloat tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;\nfloat tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;\nvec2 tileUV=vec2(tileX,tileY);\nvec4 tileColor=texture2D(textureSampler,tileUV);\nvec4 baseColor=texture2D(textureSampler,vUV);\nfloat tileLuminance=getLuminance(tileColor.rgb);\nfloat offsetx=(float(floor(tileLuminance*numChar)))*caracterSize/fontx;\nfloat offsety=0.0;\nfloat x=float(mod(gl_FragCoord.x,caracterSize))/fontx;\nfloat y=float(mod(gl_FragCoord.y,caracterSize))/fonty;\nvec4 finalColor=texture2D(asciiArtFont,vec2(offsetx+x,offsety+(caracterSize/fonty-y)));\nfinalColor.rgb*=tileColor.rgb;\nfinalColor.a=1.0;\nfinalColor=mix(finalColor,tileColor,asciiArtOptions.w);\nfinalColor=mix(finalColor,baseColor,asciiArtOptions.z);\ngl_FragColor=finalColor;\n}";